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Re: New Tulmishar Content
Posted: 06 Apr 2013, 09:41
by wushin
cc-by-sa-3 content is being addressed on this thread ->
http://forums.themanaworld.org/viewtopi ... 13&t=17261
Reid any resources you or Alige could share and/or point us too.
Re: New Tulmishar Content
Posted: 06 Apr 2013, 11:51
by Reid
wushin wrote:Are you sure Ratto and Tortuga are Creative Commons and not GPLv2 like the image states? If license changed, how do I facilitate that for the the artist and note that in the a license.txt? Are there any rules to the original artist changing the license? Anything I might need to know or document?
Eh, it seems that I forgot to remove the GPL part while switching it to CC BY SA, so it remains legally dual-licensed GPLv2 and CC BY-SA 3.0 then. ^^
Re: New Tulmishar Content
Posted: 06 Apr 2013, 18:22
by wushin
Updated desert mountain tiles for Tonori
(both desert tilesets, the one currently called mountain, tulimshar docks, Graveyard fringe we're all modified to make this content.)
Re: New Tulmishar Content
Posted: 08 Apr 2013, 00:56
by wushin
Whats up folks? If your watching this thread go play my new Pirate Treasure Map Quest. It's starts at George in Hurnscald. it's been added to my git
https://github.com/wushin
Re: New Tulmishar Content
Posted: 08 Apr 2013, 07:18
by wushin
Maddness, It's currently using my crate but it should work for any type of gather node.
We can now pretty easily start working on professions and such.
Re: New Tulmishar Content
Posted: 08 Apr 2013, 17:58
by Alige
Ratto and Tortuga spritesheets have been updated, they are now officially CC BY-SA 3.0.
@wushin: Taking stuff from other servers isn't a good way to contribute to a project because anyone can do that. I would be glad to see what monsters you're able to create!

Re: New Tulmishar Content
Posted: 08 Apr 2013, 19:18
by wushin
Meh, any rat or turtle I did would not be as good as those. Sewers by default have rats, Ratto was already made. Beaches == Turtles same thing. I'm not one for reinventing the wheel, specially when the wheel is fine engineering. The Sand Golem was exactly what I was going to do anyway, make a player model the same as sand so I can put gear on it to create monsters by skinning. Cause when I get to items to add it's going to save me time. I'm sure as I get better I will take a shot at a monster from scratch. For now what I have might not be even remotely close to what makes it into the release. All of this is mainly public note of whats going on in my head. Base examples, etc.
Re: New Tulmishar Content
Posted: 08 Apr 2013, 22:38
by Big Crunch
Alige wrote:Ratto and Tortuga spritesheets have been updated, they are now officially CC BY-SA 3.0.
@wushin: Taking stuff from other servers isn't a good way to contribute to a project because anyone can do that. I would be glad to see what monsters you're able to create!

To be fair, taking random loose materials and making something from them is just as valid as only making the random loose materials.
We have monsters, we have items, but someone has to take those and make them into something in order for them to have genuine value.